Crimson Vice is a 2D top-down shooter/adventure game. You play in an open-world where a militia known as the Crimson Vice rules over everyone and everything. You'll have a huge variety of weapons and equipment to assist you in your task of bringing freedom back to the world.

Other Info:

The game is in very early stages, but I'll be posting screenshots and other updates for your enjoyment, as well as a sort of "catalog" of my own to look back on whenever I'd like to.

I'll be working on everything myself, from graphics, to music, to programming.

Definitely looks interesting! I like the visuals and scenery so far, and the idea of exploring such locations.

The idea of little or no "bad guys" is interesting too. But I wonder how the environmental puzzles/obstacles will work? It sounds like that will be the main gameplay mechanic so I'm curious how deep or repetitive it might get? Is there a main story or goal?

The idea of little or no "bad guys" is interesting too. But I wonder how the environmental puzzles/obstacles will work? It sounds like that will be the main gameplay mechanic so I'm curious how deep or repetitive it might get? Is there a main story or goal?

After he said I started to wonder that too... What kind of obstacles would be? And how you could overcome they?

Updated the opening post with a new screenshot of the Forest, as well as some more info about the obstacles.

The obstacles will often be puzzle-like, such as jumping puzzles, having to flood a room to a certain height, etc. Sometimes, however, it'll just be something simple that you have to get past, like a beehive/swarm of bees, or a pit in the ground.

Oak trees have random alternate sprites now, making forests look a lot prettier. I've also added a tall grass that has random alternate sprites, as you can see with it bordering the pond.

I've also added some obstacles, one of which is a turret sentry. It emits a laser sight, and if you come in contact with it, it'll shoot at you.

EDIT: Here's a preview of the small test area I've made:

As you can see, I've added the HUD, which displays how much health you have, what weapon you currently have, and how much ammo it has.

I'm using the Voltaic Burst weapon in the screenshot, which is a magical weapon that shoots a small shot of electricity and then creates static outward when it goes a certain distance from the player. There will be different types of weapons, such as guns, magic, etc.

The pad thing with fire coming out of it is a weapon deposit. If you walk over it, you get whatever weapon it represents, in this case, the Flame Stream, which shoots a steady stream of fire.

@Forstride - This looks cool. I like the style you've got going and the colors. The particles could be a little more sharply defined (the fire kind of just looks like sparkles), but it's looking pretty good so far.

@Sharkoss - That's the drawback of straight overhead perspective - nearly all cool objects and characters are reduced in shape.

I've changed the name of the game to Crimson Vice. The Crimson Vice is a militia that pretty much controls the entire world in the game. They are planning to harvest energy from the sun, which in turn, might have negative effects on the planet the game takes place on.

You play as a former Crimson Vice soldier, who is being held in a Floating Prison, and must escape to stop their plans.

The game will be an action shooter for the most part, but will also have puzzle, stealth, and adventure aspects to it.

The cut-off tabs in the bottom right are for Twitter and Facebook links. When you mouse-over them, they pop up, and you can click them to go to my Twitter/Facebook page(s).

Onslaught is a game mode similar to Zombies from Call of Duty, Horde from Gears of War, etc. You'll fight against waves of Crimson Vice soldiers, and other enemies, while purchasing items with money earned by killing enemies, and racking up a highscore.

I've also added an assault rifle, shotgun, and rocket launcher. Weapons also have kick and pushback. When you use the rocket launcher, you get pushed back a bit. Kick just gives the player a slight offset with aiming.

Other minor changes include the minimap now being "relative" to the player, in that the player is always in the center of the mini map, and objects/creatures of interest are displayed relative to the player's dot in the center of it.

I'm getting close to releasing the first demo, which will probably just be a small test thing where you can interact with the current weapons, enemies, and other objects.

The map I'm on is called Jailbreak, and takes place on a "floating prison" (Basically a spaceship that acts as a prison for extremely dangerous criminals). It's still a WIP level of course, but it's the smallest one in Onslaught.

In Onslaught mode, you earn money by killing enemies, and can then use that money to purchase weapons, unlock doors, buy other items, etc. It's basically like Zombies from Call of Duty, but without zombies.

You can also earn power ups that drop from enemies, such as Double Cash (Which gives you more money for each kill), Instant Kill (Does what the name suggests), and more. Power ups last for a limited amount of time, and don't appear that often.

I've also added a pause menu, "fake" loading screen that displays tips for the game (Game Maker doesn't need or really have any loading screens, but I figured I'd create one to make it feel more like an actual game), and added two new weapons:

- Pistol, which you start out with in Onslaught - B.A.N.D.I.T, which stands for Bad Ass Nitrogen Dioxide Immobilizing Torpedo. It launches a torpedo that releases Nitrogen Dioxide, which attracts enemies to the torpedo, and then explodes after a certain amount of time.